using System;
using UnityEngine;
using UnityEngine.UI;

[RequireComponent(typeof (Rigidbody))]
[RequireComponent(typeof (CapsuleCollider))]
public class SZVRFirstPersonController : MonoBehaviour
{
    [Serializable]
    public class MovementSettings
    {
        public float ForwardSpeed = 8.0f;   // Speed when walking forward
        public float BackwardSpeed = 4.0f;  // Speed when walking backwards
        public float StrafeSpeed = 4.0f;    // Speed when walking sideways
        public float RunMultiplier = 2.0f;   // Speed when sprinting
	    public KeyCode RunKey = KeyCode.LeftShift;
        public float JumpForce = 30f;
        public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
        [HideInInspector] public float CurrentTargetSpeed = 8f;

#if !MOBILE_INPUT
        private bool m_Running;
#endif

        public void UpdateDesiredTargetSpeed(Vector2 input)
        {
	        if (input == Vector2.zero) return;
			if (input.x > 0 || input.x < 0)
			{
				//strafe
				CurrentTargetSpeed = StrafeSpeed;
			}
			if (input.y < 0)
			{
				//backwards
				CurrentTargetSpeed = BackwardSpeed;
			}
			if (input.y > 0)
			{
				//forwards
				//handled last as if strafing and moving forward at the same time forwards speed should take precedence
				CurrentTargetSpeed = ForwardSpeed;
			}
#if !MOBILE_INPUT
	        if (Input.GetKey(RunKey))
	        {
		        CurrentTargetSpeed *= RunMultiplier;
		        m_Running = true;
	        }
	        else
	        {
		        m_Running = false;
	        }
#endif
        }

#if !MOBILE_INPUT
        public bool Running
        {
            get { return m_Running; }
        }
#endif
    }


    [Serializable]
    public class AdvancedSettings
    {
        public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
        public float stickToGroundHelperDistance = 0.5f; // stops the character
        public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
        public bool airControl; // can the user control the direction that is being moved in the air
    }


    public Camera cam;
    public MovementSettings movementSettings = new MovementSettings();
    public AdvancedSettings advancedSettings = new AdvancedSettings();

    public SZVRDevice device;
    public Text fpsText;
    private float fps;
    public bool showFps = true;
        
    private Rigidbody m_RigidBody;
    private CapsuleCollider m_Capsule;
    private float m_YRotation;
    private Vector3 m_GroundContactNormal;
    private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;

    public Vector3 Velocity
    {
        get { return m_RigidBody.velocity; }
    }

    public bool Grounded
    {
        get { return m_IsGrounded; }
    }

    public bool Jumping
    {
        get { return m_Jumping; }
    }

    public bool Running
    {
        get
        {
#if !MOBILE_INPUT
            //return movementSettings.Running;
            return true;
#else
	        return false;
#endif
        }
    }


    private void Start()
    {
        m_RigidBody = GetComponent<Rigidbody>();
        m_Capsule = GetComponent<CapsuleCollider>();
    }


    private void Update()
    {
        RotateView();

        if (Input.GetButtonDown("Jump") && !m_Jump)
        {
            m_Jump = true;
        }

        if (fpsText != null)
        {
            fpsText.text = "FPS:" + device.ShowFps();
            
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            if (showFps)
                fpsText.gameObject.SetActive(true);
            else
                fpsText.gameObject.SetActive(false);
            showFps = !showFps;
        }
    }


    private void FixedUpdate()
    {
        GroundCheck();
        Vector2 input = GetInput();

        if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
        {
            // always move along the camera forward as it is the direction that it being aimed at
            //Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
            //desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;

            //desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
            //desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
            //desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
            //if (m_RigidBody.velocity.sqrMagnitude <
            //    (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
            //{
            //    m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
            //}

            //Role rotation method

            transform.localPosition += transform.forward * input.y * 0.1f;
            transform.Rotate(transform.up, input.x * 1.5f);
        }

        //if (Input.GetKey(KeyCode.JoystickButton5) || 
        //    Input.GetKey(KeyCode.Joystick1Button5) || 
        //    Input.GetKey(KeyCode.Joystick2Button5) || 
        //    Input.GetKey(KeyCode.Joystick3Button5) || 
        //    Input.GetKey(KeyCode.Joystick4Button5))
        //{
        //    Debug.Log("112");
        //}

        //if (Input.GetKey("Forward"))
        //    transform.localPosition -= transform.forward * input.y * 0.1f;
        //else if (Input.GetKey("Backward"))
        //    transform.localPosition += transform.forward * input.y * 0.1f;

        //if (Input.GetKey("Left"))
        //    transform.Rotate(transform.up, input.x);
        //if (Input.GetKey("Right"))
        //    transform.Rotate(transform.up, -input.x);

        if (m_IsGrounded)
        {
            m_RigidBody.drag = 5f;

            if (m_Jump)
            {
                m_RigidBody.drag = 0f;
                m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                m_Jumping = true;
            }

            if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
            {
                m_RigidBody.Sleep();
            }
        }
        else
        {
            m_RigidBody.drag = 0f;
            if (m_PreviouslyGrounded && !m_Jumping)
            {
                StickToGroundHelper();
            }
        }
        m_Jump = false;
    }


    //private float SlopeMultiplier()
    //{
    //    float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
    //    return movementSettings.SlopeCurveModifier.Evaluate(angle);
    //}


    private void StickToGroundHelper()
    {
        RaycastHit hitInfo;
        if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
                                ((m_Capsule.height/2f) - m_Capsule.radius) +
                                advancedSettings.stickToGroundHelperDistance))
        {
            if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
            {
                m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
            }
        }
    }


    private Vector2 GetInput()
    {
            
        Vector2 input = new Vector2
            {
                x = Input.GetAxis("Horizontal"),
                y = Input.GetAxis("Vertical")
            };
		movementSettings.UpdateDesiredTargetSpeed(input);
        return input;
    }


    private void RotateView()
    {
        //avoids the mouse looking if the game is effectively paused
        if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;

        // get the rotation before it's changed
        float oldYRotation = transform.eulerAngles.y;

        if (m_IsGrounded || advancedSettings.airControl)
        {
            // Rotate the rigidbody velocity to match the new direction that the character is looking
            Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
            m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
        }
    }


    /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
    private void GroundCheck()
    {
        m_PreviouslyGrounded = m_IsGrounded;
        RaycastHit hitInfo;
        if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
                                ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance))
        {
            m_IsGrounded = true;
            m_GroundContactNormal = hitInfo.normal;
        }
        else
        {
            m_IsGrounded = false;
            m_GroundContactNormal = Vector3.up;
        }
        if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
        {
            m_Jumping = false;
        }
    }
}
